From 10d72d55cb32bbc2a323d4529fadc2ded2f0f19f Mon Sep 17 00:00:00 2001
From: client_linchunjie <461730578@qq.com>
Date: 星期二, 23 十月 2018 17:35:08 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts

---
 Fight/Actor/Skill/FlyObject/FoTransmit.cs |   20 +++++++++-
 Fight/Actor/Skill/FlyObject/FlyObject.cs  |   17 +++++---
 System/Launch/LaunchBackGroundWin.cs      |   42 ++++++++++++++++----
 Fight/GameActor/BattleEffectPlayRule.cs   |    5 ++
 4 files changed, 67 insertions(+), 17 deletions(-)

diff --git a/Fight/Actor/Skill/FlyObject/FlyObject.cs b/Fight/Actor/Skill/FlyObject/FlyObject.cs
index 6fdea04..47cadb2 100644
--- a/Fight/Actor/Skill/FlyObject/FlyObject.cs
+++ b/Fight/Actor/Skill/FlyObject/FlyObject.cs
@@ -84,6 +84,17 @@
             return false;
         }
 
+        PlayEffect();
+
+#if UNITY_EDITOR
+        SnxxzGame.Instance.AddOnDrawGizmosAction(OnDrawGizmos);
+#endif
+
+        return true;
+    }
+
+    protected virtual void PlayEffect()
+    {
         m_Ammo = SFXPlayUtility.Instance.Play(m_Config.ammoEffectId, m_Position, m_Direction);
         if (m_Ammo)
         {
@@ -94,12 +105,6 @@
                 m_Ammo.transform.forward = m_Direction;
             }
         }
-
-#if UNITY_EDITOR
-        SnxxzGame.Instance.AddOnDrawGizmosAction(OnDrawGizmos);
-#endif
-
-        return true;
     }
 
     protected virtual void MovingHitted()
diff --git a/Fight/Actor/Skill/FlyObject/FoTransmit.cs b/Fight/Actor/Skill/FlyObject/FoTransmit.cs
index dfd21b5..905f84b 100644
--- a/Fight/Actor/Skill/FlyObject/FoTransmit.cs
+++ b/Fight/Actor/Skill/FlyObject/FoTransmit.cs
@@ -31,6 +31,8 @@
         return _result;
     }
 
+    protected sealed override void PlayEffect() { }
+
     protected sealed override void OnUpdate()
     {
         if (IsOver())
@@ -121,9 +123,22 @@
                                 _controller.enabled = true;
                                 _sfx.m_OnFinished += OnSFXDisable;
 
+                                if (_start)
+                                {
+                                    _sfx.transform.position = _start.position;
+                                }
+                                if (_end)
+                                {
+                                    _sfx.transform.LookAt(_end.position);
+                                }
+                                if (_start && _end)
+                                {
+                                    _sfx.transform.localScale = new Vector3(1, 1, Vector3.Distance(_end.position, _start.position));
+                                }
+
                                 m_CacheAllEffect.Add(_sfx);
                             }
-                            //Debug.LogFormat("鎾斁鐗规晥: 寮�濮�: {0}, 缁撴潫: {1}", _start, _end);
+                            //Debug.LogFormat("鎾斁鐗规晥 {2} : 寮�濮�: {0}, 缁撴潫: {1}", _start, _end, m_FoTransMit.ammoEffectId);
                         }
                     }
 
@@ -158,7 +173,8 @@
     public sealed override bool IsOver()
     {
         return m_HurtClientList == null
-            || m_Index > m_HurtClientList.Count - 1;
+            || m_Index > m_HurtClientList.Count - 1
+            || GA_Hero.s_MapSwitching;
     }
 
     private void RecycleAllEffect()
diff --git a/Fight/GameActor/BattleEffectPlayRule.cs b/Fight/GameActor/BattleEffectPlayRule.cs
index 041fd90..cba37c8 100644
--- a/Fight/GameActor/BattleEffectPlayRule.cs
+++ b/Fight/GameActor/BattleEffectPlayRule.cs
@@ -69,6 +69,11 @@
             return false;
         }
 
+        if(_hero.ServerInstID == sid)
+        {
+            return true;
+        }
+
         // 閫変腑鑻遍泟蹇呮樉绀�
         if (_hero.SelectTarget != null)
         {
diff --git a/System/Launch/LaunchBackGroundWin.cs b/System/Launch/LaunchBackGroundWin.cs
index abad82c..11ee8d3 100644
--- a/System/Launch/LaunchBackGroundWin.cs
+++ b/System/Launch/LaunchBackGroundWin.cs
@@ -15,10 +15,14 @@
 
     public class LaunchBackGroundWin : Window
     {
+        [SerializeField] RectTransform m_StaticBackGround;
+        [SerializeField] Image m_BackGroundImage;
+        [SerializeField] RectTransform m_DynamicBackGround;
         [SerializeField] SkeletonGraphic m_SkeletonGraphic;
 
         GameObject loginEffect;
 
+        bool useStaticBackGround = false;
         #region Built-in
         protected override void BindController()
         {
@@ -31,6 +35,21 @@
 
         protected override void OnPreOpen()
         {
+            var sprite = Resources.Load<Sprite>("UI/Sprites/LoginBackGround");
+            useStaticBackGround = sprite != null;
+
+            if (useStaticBackGround)
+            {
+                m_BackGroundImage.overrideSprite = sprite;
+                m_StaticBackGround.gameObject.SetActive(true);
+                m_DynamicBackGround.gameObject.SetActive(false);
+            }
+            else
+            {
+                m_StaticBackGround.gameObject.SetActive(false);
+                m_DynamicBackGround.gameObject.SetActive(true);
+            }
+
             if (loginEffect != null)
             {
                 loginEffect.gameObject.SetActive(false);
@@ -54,25 +73,30 @@
         {
             base.OnActived();
 
-            if (m_SkeletonGraphic != null)
+            if (!useStaticBackGround)
             {
-                m_SkeletonGraphic.AnimationState.SetEmptyAnimations(0);
+                if (m_SkeletonGraphic != null)
+                {
+                    m_SkeletonGraphic.AnimationState.SetEmptyAnimations(0);
+                }
             }
         }
         #endregion
 
         public void ShowLoginEffect()
         {
-            if (loginEffect != null)
+            if (!useStaticBackGround)
             {
-                loginEffect.gameObject.SetActive(true);
-            }
+                if (loginEffect != null)
+                {
+                    loginEffect.gameObject.SetActive(true);
+                }
 
-            if (m_SkeletonGraphic != null)
-            {
-                m_SkeletonGraphic.AnimationState.SetAnimation(0, "animation2", true);
+                if (m_SkeletonGraphic != null)
+                {
+                    m_SkeletonGraphic.AnimationState.SetAnimation(0, "animation2", true);
+                }
             }
-
         }
 
     }

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